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-rw-r--r--cmake/DemoSourceLists.cmake3
-rw-r--r--src/effects/gaussian_blur_effect_v2.cc80
-rw-r--r--src/effects/gaussian_blur_effect_v2.h33
-rw-r--r--src/effects/heptagon_effect_v2.cc48
-rw-r--r--src/effects/heptagon_effect_v2.h20
-rw-r--r--src/effects/passthrough_effect_v2.cc75
-rw-r--r--src/effects/passthrough_effect_v2.h19
7 files changed, 278 insertions, 0 deletions
diff --git a/cmake/DemoSourceLists.cmake b/cmake/DemoSourceLists.cmake
index fd4bdcb..8cd5f43 100644
--- a/cmake/DemoSourceLists.cmake
+++ b/cmake/DemoSourceLists.cmake
@@ -31,6 +31,9 @@ set(COMMON_GPU_EFFECTS
src/gpu/effect.cc
src/gpu/sequence_v2.cc
src/gpu/effect_v2.cc
+ src/effects/passthrough_effect_v2.cc
+ src/effects/gaussian_blur_effect_v2.cc
+ src/effects/heptagon_effect_v2.cc
src/effects/heptagon_effect.cc
src/effects/particles_effect.cc
src/effects/passthrough_effect.cc
diff --git a/src/effects/gaussian_blur_effect_v2.cc b/src/effects/gaussian_blur_effect_v2.cc
new file mode 100644
index 0000000..6b37f0b
--- /dev/null
+++ b/src/effects/gaussian_blur_effect_v2.cc
@@ -0,0 +1,80 @@
+// Gaussian blur effect v2 implementation
+
+#include "effects/gaussian_blur_effect_v2.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
+
+GaussianBlurEffectV2::GaussianBlurEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
+ sampler_(nullptr) {
+ // Create pipeline
+ pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
+ gaussian_blur_shader_wgsl);
+
+ // Create sampler
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
+ sampler_desc.magFilter = WGPUFilterMode_Linear;
+ sampler_desc.minFilter = WGPUFilterMode_Linear;
+ sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
+
+ // Init uniform buffers
+ params_buffer_.init(ctx_.device);
+ uniforms_buffer_.init(ctx_.device);
+}
+
+void GaussianBlurEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Get input/output views
+ WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ // Update uniforms
+ uniforms_buffer_.update(ctx_.queue, params);
+ params_buffer_.update(ctx_.queue, blur_params_);
+
+ // Update bind group
+ WGPUBindGroupEntry entries[4] = {};
+ entries[0].binding = PP_BINDING_SAMPLER;
+ entries[0].sampler = sampler_;
+ entries[1].binding = PP_BINDING_TEXTURE;
+ entries[1].textureView = input_view;
+ entries[2].binding = PP_BINDING_UNIFORMS;
+ entries[2].buffer = uniforms_buffer_.get().buffer;
+ entries[2].size = sizeof(UniformsSequenceParams);
+ entries[3].binding = PP_BINDING_EFFECT_PARAMS;
+ entries[3].buffer = params_buffer_.get().buffer;
+ entries[3].size = sizeof(GaussianBlurParams);
+
+ WGPUBindGroupDescriptor bg_desc = {};
+ bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0);
+ bg_desc.entryCount = 4;
+ bg_desc.entries = entries;
+
+ if (bind_group_) {
+ wgpuBindGroupRelease(bind_group_);
+ }
+ bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
+
+ // Render pass
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0);
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}
diff --git a/src/effects/gaussian_blur_effect_v2.h b/src/effects/gaussian_blur_effect_v2.h
new file mode 100644
index 0000000..c5d88ff
--- /dev/null
+++ b/src/effects/gaussian_blur_effect_v2.h
@@ -0,0 +1,33 @@
+// Gaussian blur effect v2 - single-pass blur
+
+#pragma once
+
+#include "gpu/effect_v2.h"
+#include "gpu/uniform_helper.h"
+
+struct GaussianBlurParams {
+ float strength = 1.0f;
+ float strength_audio = 0.5f;
+ float stretch = 1.0f;
+ float _pad = 0.0f;
+};
+static_assert(sizeof(GaussianBlurParams) == 16,
+ "GaussianBlurParams must be 16 bytes");
+
+class GaussianBlurEffectV2 : public EffectV2 {
+ public:
+ GaussianBlurEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+
+ void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ WGPURenderPipeline pipeline_;
+ WGPUBindGroup bind_group_;
+ WGPUSampler sampler_;
+ GaussianBlurParams blur_params_;
+ UniformBuffer<GaussianBlurParams> params_buffer_;
+ UniformBuffer<UniformsSequenceParams> uniforms_buffer_;
+};
diff --git a/src/effects/heptagon_effect_v2.cc b/src/effects/heptagon_effect_v2.cc
new file mode 100644
index 0000000..4478327
--- /dev/null
+++ b/src/effects/heptagon_effect_v2.cc
@@ -0,0 +1,48 @@
+// Heptagon effect v2 implementation
+
+#include "effects/heptagon_effect_v2.h"
+#include "gpu/gpu.h"
+#include "gpu/shaders.h"
+
+HeptagonEffectV2::HeptagonEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr) {
+ // Init uniforms
+ uniforms_buffer_.init(ctx_.device);
+
+ // Create render pass using helper
+ ResourceBinding bindings[] = {{uniforms_buffer_.get(), WGPUBufferBindingType_Uniform}};
+ RenderPass pass = gpu_create_render_pass(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
+ main_shader_wgsl, bindings, 1);
+ pipeline_ = pass.pipeline;
+ bind_group_ = pass.bind_group;
+}
+
+void HeptagonEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Get output view (scene effects typically write to output, ignore input)
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ // Update uniforms
+ uniforms_buffer_.update(ctx_.queue, params);
+
+ // Render pass
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 21, 1, 0, 0); // 7 triangles * 3 vertices
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}
diff --git a/src/effects/heptagon_effect_v2.h b/src/effects/heptagon_effect_v2.h
new file mode 100644
index 0000000..f740769
--- /dev/null
+++ b/src/effects/heptagon_effect_v2.h
@@ -0,0 +1,20 @@
+// Heptagon effect v2 - scene rendering effect
+
+#pragma once
+
+#include "gpu/effect_v2.h"
+#include "gpu/uniform_helper.h"
+
+class HeptagonEffectV2 : public EffectV2 {
+ public:
+ HeptagonEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+
+ void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ WGPURenderPipeline pipeline_;
+ WGPUBindGroup bind_group_;
+ UniformBuffer<UniformsSequenceParams> uniforms_buffer_;
+};
diff --git a/src/effects/passthrough_effect_v2.cc b/src/effects/passthrough_effect_v2.cc
new file mode 100644
index 0000000..d98315f
--- /dev/null
+++ b/src/effects/passthrough_effect_v2.cc
@@ -0,0 +1,75 @@
+// Passthrough effect v2 implementation
+
+#include "effects/passthrough_effect_v2.h"
+#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
+
+PassthroughEffectV2::PassthroughEffectV2(const GpuContext& ctx,
+ const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs)
+ : EffectV2(ctx, inputs, outputs), pipeline_(nullptr), bind_group_(nullptr),
+ sampler_(nullptr) {
+ // Create pipeline
+ pipeline_ = create_post_process_pipeline(ctx_.device, WGPUTextureFormat_RGBA8Unorm,
+ passthrough_shader_wgsl);
+
+ // Create sampler
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
+ sampler_desc.magFilter = WGPUFilterMode_Linear;
+ sampler_desc.minFilter = WGPUFilterMode_Linear;
+ sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
+ sampler_ = wgpuDeviceCreateSampler(ctx_.device, &sampler_desc);
+}
+
+void PassthroughEffectV2::render(WGPUCommandEncoder encoder,
+ const UniformsSequenceParams& params,
+ NodeRegistry& nodes) {
+ // Get input/output views
+ WGPUTextureView input_view = nodes.get_view(input_nodes_[0]);
+ WGPUTextureView output_view = nodes.get_view(output_nodes_[0]);
+
+ // Update bind group (recreate each frame for simplicity)
+ WGPUBindGroupEntry entries[3] = {};
+
+ entries[0].binding = PP_BINDING_SAMPLER;
+ entries[0].sampler = sampler_;
+
+ entries[1].binding = PP_BINDING_TEXTURE;
+ entries[1].textureView = input_view;
+
+ // Uniforms (binding 2) - use empty buffer for now
+ entries[2].binding = PP_BINDING_UNIFORMS;
+ entries[2].buffer = nullptr;
+ entries[2].size = 0;
+
+ WGPUBindGroupDescriptor bg_desc = {};
+ bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0);
+ bg_desc.entryCount = 2; // Only sampler and texture, no uniforms
+ bg_desc.entries = entries;
+
+ if (bind_group_) {
+ wgpuBindGroupRelease(bind_group_);
+ }
+ bind_group_ = wgpuDeviceCreateBindGroup(ctx_.device, &bg_desc);
+
+ // Render pass
+ WGPURenderPassColorAttachment color_attachment = {};
+ color_attachment.view = output_view;
+ color_attachment.loadOp = WGPULoadOp_Clear;
+ color_attachment.storeOp = WGPUStoreOp_Store;
+ color_attachment.clearValue = {0.0, 0.0, 0.0, 1.0};
+
+ WGPURenderPassDescriptor pass_desc = {};
+ pass_desc.colorAttachmentCount = 1;
+ pass_desc.colorAttachments = &color_attachment;
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &pass_desc);
+ wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, 3, 1, 0, 0); // Fullscreen triangle
+ wgpuRenderPassEncoderEnd(pass);
+ wgpuRenderPassEncoderRelease(pass);
+}
diff --git a/src/effects/passthrough_effect_v2.h b/src/effects/passthrough_effect_v2.h
new file mode 100644
index 0000000..813361e
--- /dev/null
+++ b/src/effects/passthrough_effect_v2.h
@@ -0,0 +1,19 @@
+// Passthrough effect v2 - simple copy input to output
+
+#pragma once
+
+#include "gpu/effect_v2.h"
+
+class PassthroughEffectV2 : public EffectV2 {
+ public:
+ PassthroughEffectV2(const GpuContext& ctx, const std::vector<std::string>& inputs,
+ const std::vector<std::string>& outputs);
+
+ void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
+ NodeRegistry& nodes) override;
+
+ private:
+ WGPURenderPipeline pipeline_;
+ WGPUBindGroup bind_group_;
+ WGPUSampler sampler_;
+};